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Sprint 4 User Testing (team 1)
In this sprint, our team's main goal is to further improve enemie animations and attack methods to make the game flow more "juicy".
So, after fixing known issues, the team added two additional attacks methods.
To sum up, this test will test the attack methods, and then get inspiration for improving the game balance.
This test will basically revolve around the three existing attack methods in the game. Players will be able to directly experience the differences between different attack methods by actually using these three attack methods.
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Introduce the user to the three existing attack methods in the game (In this step, the user will have the opportunity to understand the specific operation method and understand the difference in the attack method in advance.)
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Let users experience the attack function through direct operation
Gather feedback through questionnaires and interviews
The participants in this test were mainly from other classmates and acquaintances, as well as some other members of the same studio. A total of 10 people took the test.
In general, the entire testing steps are carried out as planned, first, introduce all the attack methods to users, then let players experience the actual in-game experience, and finally, we will provide users with a questionnaire. After the questionnaire is submitted, we conduct another interview with the user for further feedback.
The link of questionnaire: https://forms.gle/SVyvYshbGYTVGGhy7
The first is Q3 and Q4. The results show that almost all players believe that the strength of the gun is significantly higher than the other two attack methods. According to the feedback from Q2 and Q6, this is mainly due to the following reasons:
- Low risk, can attack without getting close to the enemy
- High damage, can kill enemies in one hit
- The difficulty of the game is greatly reduced due to the above features Although the gun is so powerful, as mentioned in some of the feedback, it seriously disrupts the balance of the game, so it needs to be nerfed to some extent.
The results of Q1 show that in terms of weapon preferences, users' choices are not as polarized as those of Q3 and Q4. Therefore, and part of the results of Q2 show that in addition to strength, a considerable number of users also like punches and knives. Therefore, it can be judged that many users like guns not because it is interesting, but because it is simply too powerful.
To sum up, the results show that in order to make the gameplay richer, the gun needs to be weakened, and the other two attack methods need to be more useful, and at the same time make them differentiated, so that players can use them flexibly in different situations, and for this part, the results in Q5 give us enough evidence to improve this
In general, this test revealed that our game attack methods are not balanced, so it needs to be improved. This work is already in progress. The existing solution is: Improve the knockback ability of the punch, so that the player can push the monster away, increase the attack damage of the knife, but has no knockback ability, retain the damage of the gun, but limit the number of uses per round.
Based on the information gathered in this sprint, we can plan some features that may need to be tested in the next sprint, including:
- Add new attacks to enemy
- Add BOSS
It is necessary to communicate with other teams that these changes may lead to changes in the difficulty of the game and therefore need to be considered more carefully. More respondents from more diverse backgrounds may provide more suggestions for our next test. The difficulty of each task should be assessed in a timely manner to ensure the progress of the work
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack